

Why Is This The Norm Now?
#21
Posted 17 May 2021 - 04:08 PM
For those who say "Ah, it doesn't matter if the other side has twice the assaults" are either fools or you were on the over tonned team.
It's frustrating when it happens over and over and over.
#22
Posted 17 May 2021 - 04:16 PM
I bet if you posted the screen tonnage would not be the biggest issue. It is usually skill disparity as that is, and always will be, the greater problem. It is a problem that is not immediately evident however.
#23
Posted 17 May 2021 - 04:35 PM
If you take a crap build prepare to be bullied by the mechlab.
#24
Posted 17 May 2021 - 05:38 PM
Gas Guzzler, on 17 May 2021 - 03:25 PM, said:
I don't think the matchmaker takes that into account, if that's what you are asking. But coming on here and posting a loss screen shot and then trying to say that the assault imbalance is a huge problem when it clearly wasn't in this case is pointless.
And, to remove tonnage complaints, which is actually Weight class non-match up issue, PGI should move the MM from Group setup to Solo setup, with 1st step by allowing only 1 mech/class for those 2-4 man groups, and changing 3-man to match 4-man by not allowing another 2-man to join them. If that group is made up of low performing players, I would rather give the other side some armor to chew through instead a of poorly played lights/mediums. And it would at least remove the tonnage issue which is really Weight Class discrepancy threads, that negative perception for the general population, hai?
I would go with doing the 1 mech/weight class for those groups and 3-4man change to collect data. The current setup allows the following, for both excellent and low performing groups.
https://mwomercs.com...es-4-week-test/
- 2-player groups: Min Tonnage 40, Max Tonnage 200 -- 2 Assaults(max 100t) or 2 lights
- 3-player groups: Min Tonnage 80, Max Tonnage 255 -- 3 Assaults(85*3) or 3 lights
- 4-player groups: Min Tonnage 120, Max Tonnage 280 -- 3 Assaults(3*80)+Med (40t max) / 3*85t+25t light or 4 lights
Edited by Tarl Cabot, 17 May 2021 - 05:57 PM.
#25
Posted 17 May 2021 - 05:53 PM
As far as groups go, I often play grouped with higher tier friends, I win more on average dropping solo than I do in the group, I tend to drag the group performance down as a whole as you drop up (here is looking at you tier 1 streamers) more often than down, sometimes you get carried, sometimes you have to earn it. Dropping up definitely sharpens your skills if not your PSR
Just my 2 cents
#26
Posted 18 May 2021 - 02:00 AM
or are we still working on something
#27
Posted 18 May 2021 - 02:21 AM
the game should have a dynamic battle value system for rating mechs. for example every mech should have a base battle value equal to its tonnage +/- 10 depending on how good or bad the mech is for its tonnage (determined by player usage stats). maybe apply some kindve exponential curve as well since there is a tonnage sweet spot for mechs.
and the matchmaker should take that battle value into account as well as skill level (actual ELO skill rating not this silly tier system) when assigning players to teams
thats how other games like war thunder do it. but we still dont have a proper matchmaker...
plus then the whole problem with lights and mediums being inferior to heavies and assaults or the large disparities within weight classes wouldnt be a problem anymore because the battle value difference would account for that. taking a light mech or a worse assault would mean your team would be compensated with extra battle value to offset the inferior mech youre piloting.
Edited by Khobai, 18 May 2021 - 02:31 AM.
#28
Posted 18 May 2021 - 02:25 AM
Davegt27, on 18 May 2021 - 02:00 AM, said:
or are we still working on something
oh, I got quite a few problems with this game.
what the OP is describing is, however, none of them.
#29
Posted 18 May 2021 - 02:31 AM
#30
Posted 18 May 2021 - 03:42 AM
But usually 0 assaults team just wait (hey, buddy, do something, share armor) and died fast.
Edited by Saved By The Bell, 18 May 2021 - 03:46 AM.
#31
Posted 18 May 2021 - 07:02 AM
Saved By The Bell, on 18 May 2021 - 03:42 AM, said:
To be fair I've seen way too many games where the 4-5 assaults team just camp in low ground and wait for death to come upon them (which it does, resulting in a stomp). Either because of complete paralysis of the W key, or because they brought lurms and are waiting for their teammates to go suicide for them.
#32
Posted 18 May 2021 - 01:40 PM
#33
Posted 18 May 2021 - 01:55 PM
Edited by lazorbeamz, 18 May 2021 - 02:03 PM.
#34
Posted 18 May 2021 - 02:44 PM
Ihlrath, on 18 May 2021 - 01:40 PM, said:
I mean, I understood the question. I just think your premise (ie that tonnage should be equal between teams) doesn't make any sense in a PvP shooter.
Maybe if MWO was built on a ticket system instead of kills so bigger 'Mech deaths hurt the team more, or maybe if teams were asymmetrical and lighter teams literally had more pilots I could understand tonnage balance.
In a 12v12 arena shooter? Every 'Mech should be balanced around every other 'Mech. If heavier is better, then that's a balance problem not a matchmaker problem.
Edited by Vlad Ward, 18 May 2021 - 02:45 PM.
#35
Posted 18 May 2021 - 02:48 PM
Ihlrath, on 18 May 2021 - 01:40 PM, said:
To be fair? I don't know if anybody is really 'tooting their own horn' and crowing about their Superior Skillz. I know I sure as shootin' didn't - I openly acknowledged I'm absolutely awful at this game.
But it's not a high DC to spot that the average MWO pubdrop player has almost all the tactical acumen of a bag of weasel corpses and all the aggression and follow-through of an overweight guinea pig. The typical player in this game is holyshit terrible and no amount of weight disparity will fix that. The enemy assault pilots that outnumber yours 5 to 2 are just as lollerskates awful as your own assault pilots, who back up out of choke points and thus subject themselves to hundreds of damage they didn't need to take whilst bottlenecking wherever they're at and denying themselves their own reinforcements, thereby dying uselessly after dealing less than two hundred damage through sheer, blinding incompetence, cowardice, and a fundamental inability to understand that the path to victory is FORWARD, not "reverse".
I suffer the opposite problem, in that my overeagerness to engage and my absolute hatred of the peeky-pokey scaredy chickenshit nonsense that causes all teams to lose to slow, pointless attrition - even the ones that win - means I tend to find the enemy with my face and signal to my own team where they are with the smoke from my burned-out wreck of a fast-mover. I don't have the manual dexterity I used to either and my aim is questionable at best, especially from the cockpit of the fast mediums I generally favor. So nah - I'm not even remotely tooting my own horn. I know exactly how awful I am at this game.
But tonnage disparity isn't the reason anybody's losing fights in Puglandia. Even with just the games I've had in the last couple of weeks, I can see that. The shrieking, blazing, blinding, horrifying lack of aggression, absolute terror in the face of enemy fire, and utter vacuum of tactical sense virtually the entirety of the playerbase evinces has a lot more to do stomps and lost games than any amount of tonnage discrepancy. Especially when assault 'Mechs are among the easiest kills in MWO - I'd rather fight a Whale than a Timber Wolf 100% of the time, enemy heavies are the real murderers. Assaults are only dangerous if they're surrounded by allies and you can't get at their soft, highly chewable butts, which happens far less often than it should.
Edited by 1453 R, 18 May 2021 - 02:52 PM.
#36
Posted 18 May 2021 - 02:54 PM
#37
Posted 18 May 2021 - 04:50 PM

#38
Posted 18 May 2021 - 09:37 PM
Before I felt inclined to bring some of my good mediums, bringing good utility and firepower per tonnage, but now there's no reason to. It's not like I'll be fighting light mechs and mediums. I'm just going to be out of place in the tide of assaults and heavies.
Edited by Moldur, 18 May 2021 - 09:45 PM.
#39
Posted 18 May 2021 - 11:33 PM
#40
Posted 19 May 2021 - 04:51 AM
I brought a friend of mine to MWO and told him to start with a fast medium, and learn from there, with a reasonably agile heavy as 2nd 'mech so he can learn the ropes without getting punished too harshly for his bad moves. But I have the hindsight of experience to help and guide him, a completely newbie player that will discover MWO will just get a 100 tonner and cram it with a kitchen sink kind of loadout and press Quick Play. Without any kind of feedback, he'll repeat that attempt. He'll also find out quickly that boating lurms in tier 5 will farm damage by just staying on the back line and shoot at any target locked by his teammates, and then get a good match score as a result, rewarding him for not improving his skills.
As for the "X class performs better than Y" it's entirely a matter of skills. I do perform a lot better in mediums, maybe because they adapt better to QP random nonsense (will the team push together ? or will they all press S and leave me alone facing 3 enemies ? will they go full nascar or stop at some point and start shooting ? reading minds is difficult)
Edited by Surefoot, 19 May 2021 - 04:54 AM.
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